THE ROGUE CAPTAIN
She's a beauty. Maybe only to your eyes, but yours are the ones that
count. Her rigging is firmly tied, her keel strong, and her hold
ready to keep your cargo safe. She consents to carry your crew, and
under your guiding hand they treat her well.
Yes, your ship is a wonder. But she will have to be, because you will
steer her into danger - and, fortunes willing, out of it again. She
will carry you far, perhaps farther than anyone has gone before.
Set sail! Fly the colors! Ready the cannons! The Captain is on deck,
and you’d best be at the ready!
LOOK
Choose one
from each list:
Wary Eyes, Adventurous Eyes, or Eye Patch
Replaced Hand, Replaced Leg, or Shoulder-Perched Pet
Grizzled Body, Lean Body, or Overweight Body
Official Suit, Patched Together Outfit, or Regal Attire
STATS
Your maximum HP is 8 + Constitution.
Your damage die is d6.
Choose an alignment:
Good
Put yourself at risk to protect your ship or your crew.
Neutral
Endanger yourself or your ship for the sake of riches.
Chaotic
Take reckless and sudden action that puts an ally in danger.
STARTING
MOVES
You begin play with all of the
following:
Sail the
Skies
You have an airship with a capable crew, able to sail the skies to
anywhere you care to go. Your ship has a Control of +0, 3 Stress
points, and cannons (2d6 damage or 1 Stress, near, far). Your ship
follows all the same rules that regular vehicles do. When your ship
is entirely destroyed and you need a new one, you can get a new one
by spending 2 Trade.
When a player or crewman needs to make a roll using the ship, roll +
Control in place of any stat you
would normally roll for the move. For example, a player firing the
cannons would use the Volley move and roll +Control instead of +DEX.
When a player with a Wisdom of 16 or higher rolls +Control, they take
+1. When anyone deals damage with the cannons, they deal the cannon's
damage instead of their damage.
Choose two
of the following enhancements for your ship:
Agile: Increase your Control by +1.
Capable Crew: When your crew helps a player out, that player takes
+1. Your crew can help one player at a time, or two players at a
time while on the ship.
Combat Ready: Your cannons deal +1d6 damage.
Fast: Increase your Control by +1.
Luxurious: When you would gain 1 Trade from Captain's Share, gain
1d4 Trade instead.
Sturdy: Your ship has 1 more Stress point.
Tank: Your ship has 2 more Stress points, but decrease your Control
by -1.
Captain's
Share
When you spend some downtime in a populated area meeting with local
merchants and nobles, gain
1 Trade. You can spend 1 Trade in any populated area except the one
you got it from to gain one of the following benefits:
Make the Carouse move, and take +CHA to the roll.
Fully supply your ship. Unmark all Stress, gain 3 ammo for the
cannons, and gain a few months' worth of rations for the crew.
Try to sell 1 Trade you get an offer for 3d6x10 coin. You may take
or decline the offer, but if you decline, you won't get a better
offer in this area.
You begin
the first session with 1 Trade.
Chart the
Course (WIS)
When you plan a route, roll +WIS. On a 10+, hold 3 Map. On a 7-9,
hold 2 Map. On a 6-, hold 1 Map,
but when you spend it the GM will add a complication. When you make
it through, lose all held Map.
You can
spend one Map at any time to choose one:
Reveal a shortcut or detour.
Point out a safe spot, either to rest at, hide in, or travel
through.
Spout Lore about an expected hazard as if you rolled a 10+.
You begin
the first session with 1 Map.
BACKGROUND
Choose any race, then choose
your background as a captain:
Militia
You have connections with the military of a certain nation. When you
Recruit in a military outpost or base, take +1, and hirelings gained
this way have a cost of "Blind Patriotism."
Merchant
When dealing with someone who values money, you can spend 1-trade in
place of rolling Parley. When you do, you gain leverage and take the
10+ result for Parley.
Pirate
Your ship is renowned as a terror of the skies. You never need to
make the Outstanding Warrants move local officials are too terrified
of you to try anything, and everyone has already heard of you and
your deeds.
GEAR
Your Load is 7 + STR. You start with as many rations as you need (5
uses per 1 weight), captain's leathers (1 armor, 1 weight), your
airship, 5 ammo for the cannons, and 14 coins.
Choose
your weapon:
A looted cutlass (close, 1 weight)
An officer's rapier (close, precise, 1 weight)
A wicked hook (hand, piercing 1, 1 weight)
Choose
two:
Throwing knives (near, thrown, 1 weight), 3 ammo.
Adventuring gear (5 uses, 1 weight)
Poultices and herbs (2 uses, slow, 0 weight)
Pistol (reach, near, +1 damage, reload, 1 weight) with ammo bag (3
ammo, 1 weight)
BONDS
Fill in the name of one of
your companions in at least one:
______ is my first mate.
______ has much to learn about life on the open sky.
I wouldn't be here today if it weren't for ______ .
______ hasn't earned the respect of my crew.
ADVANCED
MOVES
When you gain a level from
2-5, choose from these moves.
Discerning
Dabbler
Gain one move from any class list. Choose the move as if you were one
level lower than you are, unless that move rolls +WIS or improves
your senses. If either two criteria apply, you are considered your
level.
Going
Merry
Your crew has the skills and know-how to repair your ship, although
there is only so much they can do
without funding. When you Make Camp while your ship has marked
Stress, your crew will (poorly) repair it for you: half-remove one
full mark of Stress. The crew cannot remove a half-mark of Stress,
only full marks. When your ship has half-marks of Stress, it only
needs to take 6 damage from a single hit to take a mark of Stress.
You fully mark half-marks of Stress before you mark full ones.
Hell and
Thunder
The following options are now available to your ship, and gain one of
them:
Black Iron Cannonballs: Your cannons' base damage becomes 2d10.
Buster Salvo: Your cannons gain the Area tag.
Dragonfire Cannons: Your cannons gain the Elemental (Fire) tag.
Life of
the Party
When you Carouse, on a 12+ choose as many options as you like. People
will talk about this party for years to come, and you've become a
local celebrity.
Renovations
Choose two more enhancements for your ship. Add the following option
to the Captain's Share move:
Replace one existing enhancement on your ship with a different
one.
Ride of
the Valkyries
When you make a big show out of showing up at the last moment to save
the day, you and everyone assisting you takes +1 forward.
Swashbuckling
(WIS)
When you improvise a daring plan as you go, roll +WIS. On a 10+, hold
3. On a 7-9, hold 2. On a 6-,
hold 1, but the GM also holds 1 for an enemy to use. Spend 1-hold at
any time to:
Leap around, over, or through an obstacle in your path.
Create an obstacle or distraction an enemy has to deal with.
Divert attention from yourself to an ally, or from an ally to
yourself.
The Road
Less Traveled
When you make it through a difficult route, the route remembers you.
When you make your return
trip, natural hazards and threats will not bother you or those who
travel with you.
Take
Charge (CHA)
When you rein in a group of miscreants, roll +CHA. On a 10+, they
calm down and do what you tell them to. On a 7-9, they'll either calm
down but don't do what you say, or do what you say while remaining
agitated, GM's choice. On a 6-, you have a mutiny on your hands.
The Spoils
of War
When you win a great victory against a city or a person with wealth,
gain 1d4 Trade. If you don't
gain any Trade this way, you find a treasure map! When you follow the
map to completion, you find 1d8 Trade worth of goods.
Treasure
Hunter
When in the pursuit of a treasure, gain 1 Payoff each time you suffer
a major setback or someone beats
you to it. When you finally get your hands on that treasure, spend
all of your Payoff. For each Payoff spent, gain one:
1d4 Trade
A really cool unique item
A treasure map
As much mundane gear as you want
A moment of sweet revenge or irony
ADVANCED MOVES
When you gain a level from
6-10, choose from these moves or the level 2-5 moves.
Big Damn
Heroes
When it is dramatically appropriate, your crew will pilot the ship to
rescue you in a tight spot, up to
and including operating the cannons if need be.
Captain's
Word (CHA)
Requires: Take Charge
When you give an order to non-hostile NPCs, roll +CHA. On a 10+, they
obey you to the best of their
ability before they can even think about it. On a 7-9, the GM chooses
one:
They do it, but not very well or exactly how you wanted.
They offer you something they think you want.
They stop whatever they were doing to turn their attention to you.
Discerning
Initiate
Requires: Discerning Dabbler
Gain one move from any class list. Choose the move as if you were one
level lower than you are, unless that move rolls +WIS or improves
your senses. If either two criteria apply, you are considered your
level.
Klabautermann
Your ship has gained a guardian spirit. This spirit is an NPC with
Priest +2, Protector +2, loyalty +2, and Cost: Protect the Ship. It
will only listen to the orders of The Captain. The spirit will never
leave the ship, and it can pilot the entire ship by itself if need
be. If it is killed while the ship is still intact, it comes back to
life at dawn.
Legendary
Ship
Requires: Renovations OR Hell and Thunder
Gain access to the following enhancement options for your ship, and
gain one of them:
Ghost Ship: your ship has a constant aura of dark fog,
which does not hinder your own ability to
navigate. Pursuers will always lose track of your ship.
Opulent Ship: your ship is lavish with silks, jewels,
and gold. When you gain Trade, gain twice as much Trade.
Storm Ship: your ship runs on electricity and shoots
bolts of lightning. Your cannons gain the Elemental (Electric) and
Ignores Armor tags.
Drill Nose: Your ship has a giant drill mounted on the
front of it, and it can dig through earth and
stone.
Invincible: Your ship needs to take 14 damage or more
from a single hit to mark a point of stress.
Submersible: Your ship can dive beneath the waves,
bringing all cargo and crew safely underwater.
Warp Drive: Your ship can teleport to anywhere it’s
been before. It takes a while to boot up the engines for this,
though.
The Master
of the Ship
When you are at the helm of your own ship, it has +1 Control and both
you and your ship take 2 less
damage from all attacks. The Piercing and Ignores Armor tags do not
get around this damage reduction.
Welcome to
the Crew
When you spend some downtime in a populated area, gain up to two
hirelings, each with a skill of your
choice.
Well
Supplied
When you Make Camp on your ship, you and your allies can restock up
to 3 uses of rations, bandages,
adventuring gear or ammo (each player chooses one).